Super Metroid - Walkthrough

Super Metroid
_______________
100% F.A.Q.
The contents of this document are public domain, not only because this game is
old, but because it is awesome. There're also too many wiener fan-boys who
never played it and wouldn't know what a good game is if it came up through
their toilet and bit them on their Wii.
Story - All your Metroid are belong to us.
1 - Killed Mother Brain on that planet from the Gameboy version.
2 - Retrieved Metroid larvae.
3 - Mother syndrome. Samus + Metroid ecchi extra.
4 - Dropped off with scientists.
5 - Left station.
6 - Space pirates attack station.
7 - Back to Tokyo.
Some Basics - And extra tricks
Super Metroid (or Metroid 3) makes use of the Super NES controller to its
fullest. However, you cannot change controls unless you quit and reload your
game (which means any progress not saved will be lost). Since you want to be
able to move and fire quickly (and while dashing as much as possible), you may
wind up playing the controller flat (i.e., place controller on tabletop)
unless you need to attack some boss that needs you to fire diagonally.
If you decide to play flat (meaning you're smart), your Y, X, and A buttons
will fire, dash, and jump.
For aiming diagonally up (or down), you can route that to the L button, since
most players can handle the D-Pad and the L button while playing in "half-
flat" stance. Ultimately, you need to decide for yourself what's best for you.
The default controls with the X and A fire are pretty bad to begin with.
For the other options, item cancel should be manual, since you want to "pre-
empt" some enemies with selected items before you go through a door; as for
moon-walking, almost no one back in school used it. And it was not due to
Michael Jackson stigma (the first of his pedophile allegations occured around
that time) but the moon-walking slows Samus down too much. Once you have some
good weapons, you treasure the speed rather than the sit and fire. If you like
that kind of game, you should try Assault Suits Valken (or Cybernator) on the
Super NES.
Normal vs Spin Jump
Samus has two jumps just like she has two bumps if you know what I mean and I
think you do. Her standard jump is one where she doesn't spin head over heels.
This jump is best for getting height with great control over where she lands.
A spin jump occurs when you have her run a few steps and then jump. This jump
imparts more lateral velocity -- good for covering long distances -- but due
to the momentum, Samus can overshoot her target and fall the hell off into who
knows what. If you need to make a spin jump to reach a small ledge, do the
spin jump, then aim up (D-pad UP) to stop her spin and her forward momentum.
One-Hit Screw Attack
Once you get the charge beam weapon, hold the fire button to charge the gun.
Once Samus flashes, doing a spin jump will perform a one-hit screw attack that
kills most weak enemies. Simalcrum calls this Samus' one night stand, because
while it may be interesting and fun early on, it pales compared to the Screw
Attack you get towards the end of the game.
Charge Beam Power Bomber
Once you get a few power bombs, you can equip any number of beams (must
include the charge beam), select the power bomb, and charge the weapon. The
result will use up a power bomb but cause the beams to shoot a special shot.
It may come in handy in some instances, but it's rarely used.
Speed Booster Dashing
Once you have the Speed Booster, you can jump normally and really cover long
distances. However, Samus can also store the kinetic energy and use it
to "speed dash" up, sideways, or diagonally. To store the energy, Samus must
press D-pad DOWN when she blurs with blue shadows. While flashing, press D-pad
LEFT or RIGHT and JUMP twice to dash to the side. Simply jumping straight up
will dash upwards. Hold the angle up fire key (L or R) and you dash at an
angle. This move drains Samus' of life energy, as opposed to simply dashing on
the ground.
Bomb Jump
This is a classic method to use the normal bombs in Maru Mari mode to cross
over gaps, etc. Timing is everything and the Spring Ball and Space Jump pretty
much makes this move useless. Use the bomb jump to get some of the easy items,
but it's not great to rely on it.
Wall Climb Jump
This is a version of the move done without the Grapple Beam. Samus simply spin
jumps against a wall, then spin jumps the opposite direction. It's almost
impossible to do unless you have perfect timing, and if you happen to be stuck
on the Etecoon pit without the Space Jump, you need to do this move twice to
shortcut your way back to the normal area of Brinstar.
Crystal Flash
This move was rendered in that really bad Nintendo Power comic when Samus gets
stabbed in the boobs by insectoid space pirates. You need to have a hefty
amount of weapon cases to do it, so by the time you can, you usually don't
need it unless you are aiming for 100% completion under 2 or 3 hours. To
perform the move, you need to have empty Reserve Tank(s), 49 or fewer life, 10
missiles, 10 super missiles, and 11 power bombs (one extra for triggering the
move). To do this move, select the power bomb, enter Maru Mari mode, and hold
L, R, and D-pad DOWN. Samus should not be moving. Once you're sure you aren't
moving, hold fire to place the bomb. Hold all four keys as the bomb detonates,
and if all the conditions are met, you will see Samus do her "Crystal Flash".
Grappling Beam Antics
The grappling beam works against the siphon creatures that look like cartoon
versions of Call of Cthulhu's star vampires. Additionally, it works against
some of the weaker enemies spawning from pipes, killing them with one hit.
This is great news, since the grappling beam also retrieves item pick-ups.
recharge quickly by using the grappling beam at an enemy pipe (works best
against the single enemy ones) and stock up.
Equipment - And Item Completion Percentage
Simalcrum grabbed these maps from an old game (2:36 before Tourian, 100%
picked up). It was calculated there are exactly 100 items to pick up, each
contributing 1% to the completion total. The ending is based on time (not
completion, like Symphony of the Night) so you want to explore for items when
you're getting the lousier endings when Samus decides not to stride into a
room full of lusty Nintendo fan-boys and proceeds to rip her armor/clothes off.
The items are:
1 - Maru Mari (Morphing or Round Ball)
2 - Hi-Jump Boots
3 - Armor (Varia)
4 - Armor (Gravity)
5 - Spring Ball
6 - Space Jump
7 - Speed Booster
8 - Screw Attack
9 - Bomb
10 - Charge Beam
11 - Spazer Beam
12 - Ice Beam
13 - Wave Beam
14 - Plasma Beam
15 - Grappling Beam
16 - X-ray Scope
17 - Reserve Tank (Brinstar)
18 - Reserve Tank (Maridia)
19 - Reserve Tank (Norfair)
20 - Reserve Tank (Wrecked Ship)
21 - Energy Tank 1 of 14
22 - Energy Tank 2 of 14
23 - Energy Tank 3 of 14
24 - Energy Tank 4 of 14
25 - Energy Tank 5 of 14
26 - Energy Tank 6 of 14
27 - Energy Tank 7 of 14
28 - Energy Tank 8 of 14
29 - Energy Tank 9 of 14
30 - Energy Tank 10 of 14
31 - Energy Tank 11 of 14
32 - Energy Tank 12 of 14
33 - Energy Tank 13 of 14
34 - Energy Tank 14 of 14
35 - Super Missile 1 of 10
36 - Super Missile 2 of 10
37 - Super Missile 3 of 10
38 - Super Missile 4 of 10
39 - Super Missile 5 of 10
40 - Super Missile 6 of 10
41 - Super Missile 7 of 10
42 - Super Missile 8 of 10
43 - Super Missile 9 of 10
44 - Super Missile 10 of 10
45 - Power Bomb 1 of 10
46 - Power Bomb 2 of 10
47 - Power Bomb 3 of 10
48 - Power Bomb 4 of 10
49 - Power Bomb 5 of 10
50 - Power Bomb 6 of 10
51 - Power Bomb 7 of 10
52 - Power Bomb 8 of 10
53 - Power Bomb 9 of 10
54 - Power Bomb 10 of 10
55 to 100 are the 46 Missile pick-ups (for 230 missiles max)
Charge Beam
A special beam designed to contain energy and release it in a single pulse.
This weapon is the key to many of Samus' weapon tricks with her moves and
other weapons. Combine with any other beam.
Spazer Beam
A spreading bream designed to hit a wide area. Its purely a wide area effect
modifier and cannot be combined with the plasma beam.
Ice Beam
A weapon designed to freeze enemies in place, and lets Samus use them as
stepping stones. Almost all enemies are vulnerable to this weapon and freezing
an enemy gives you time to react appropriately. Shooting a frozen enemy will
destroy it -- unless they are invulnerable to beams in the first place.
Wave Beam
A weapon that fires through walls and doors. Very helpful in shooting enemies
on the other side of a barrier, et al. Blue columnar barriers that bar your
way are opened with this weapon.
Plasma Beam
A weapon designed to fire through enemies, hitting many targets at once.
Cannot be combined with the spazer beam. This weapon also damages some enemies
who were immune to your previous beams. There are still enemies who are
invulnerable to the plasma beam's damage but very few.
Bomb
The weapon used when in ball form. While in ball form, Samus can be pushed
around by the bomb explosions. A modification of this lets her "bomb jump"
small gaps. Unless the gravity armor is worn, bombs have no effect on Samus
underwater. Destroys some blocks.
Missiles
Up to three shots can be fired. These are more powerful shots compared to the
beam. If you want a comparison, the charge beam's full blast is one missile
strike. The difference is you can fire a lot more of these in a hurry. Red
doors are opened with five missiles.
Super Missiles
A powerful shot. Only one can be fired at a time. Impacts shake the room and
dislodges enemies clinging to walls. Your most powerful weapon for most of the
game but limited in supply. Destroys special Super Missile blocks. Green doors
are opened with one super missile.
Power Bombs
A powerful explosive that covers the screen. Only one can be used at a time.
Affects Samus in ball form as normal bombs. A fast and efficient way of
detecting destructable walls and blocks if you do not want to use the X-ray
scope. Gold doors are opened with power bombs. Some blocks are destroyed only
by power bombs, but these weapons destroy all blocks except four types --
break away, super missile, grappling, and speeder blocks.
Speed Booster
An acceleration system that lets Samus charge through enemies with enough
momentum. If used as a speed dash, it drains life. The speed booster is used
to destroy speeder blocks, as well as let Samus speed dash upwards in narrow
vertical areas.
Grappling Beam
Special beam that lets Samus swing like Simon in Castlevania 4, but without
momentum limits. Can be used on grappling blocks for swinging. If used on
grappling blocks from the side(s), Samus can wall jump with grapple beam
assist.
Energy Tank
These are Samus' heart containers. Each tank holds 100 units of energy atop of
Samus' 99 energy. There are 14 tanks on SR-388. Crystal Flash restores 1450
energy, so getting all the energy tanks is a good idea.
Reserve Tanks
There are four reserve tanks that act as Samus' sub-tanks. When she has zero
energy, reserve tanks automatically kick in and recharge her to a maximum 400
units of energy. Reserve tanks can be used manually, but they are set on
automatic (and work well that way).
Save Points
Save points do not regenerate supplies unless it is at Samus' spaceship on the
planet surface. Saving does not affect the ending but takes time to reach a
save point. Progress resets to your last saved game if you die. Saving at the
spaceship is possible, but simply using it (stand on top and press D-pad DOWN)
will restore Samus to maximum status (full energy, reserve energy, missiles,
super missiles, and power bombs).
Doors, Barriers, and Blocks
There are three architectural elements that can mess with your passage through
the planet. Doors are the basica transition between each room in the game.
Barriers are the metal tubes that have a light affixed to them on one side.
Blocks are indistinguishable from the blocks on the wall or floor. All of them
need to be shot by a particular weapon or interacted with for Samus to pass.
Blue Door
The most commmon door. Open it by any beam shot.
Red Door
The traditional locked door. Red doors open after being shot by five missiles
or one super missile. Once unlocked, they become blue doors.
Green Door
Opens with one super missile. Once unlocked they become blue doors.
Gold Door
Opens with one power bomb. Once unlocked they become blue doors.
Metal Door
Opens only if all enemies in the room are, or a particular enemy (usually a
boss) is killed. Once unlocked some become blue doors, but other metal doors
are strictly one-way and never open.
Eye Door
This door guards a boss room and fires deadly energy at Samus. One super
missile will kill the eye guardian, so don't mess around.
Blue Barrier
This is a barrier found in the middle of a room. The blue light can be shot by
any beam to raise the barrier. Once you have the wave beam, these barriers are
no longer an obstacle. Barriers reset when you leave the room.
Green Barrier
This is a barrier found in the middle of a room. The green light can only
activate by a super missile. Since missiles cannot penetrate barriers, these
are effectively one-way doors if you get shut out by one. Barriers reset when
you leave the room.
Shot Block
A block that can be destroyed by gun shots, bombs (any), or Screw Attack. Shot
blocks sometimes regenerate.
Bomb Block
A block that can be destroyed by speed dashing, bombs (any) or Screw Attack.
Bomb blocks sometimes regenerate.
Super Missile Block
A block that can be destroyed by super missiles only. These blocks do not
regenerate until you leave the room.
Power Bomb Block
A block that can be destroyed by power bombs only. These blocks do not
regenerate until you leave the room.
Speeder Block
A block that can be destroyed by Samus using the Speed Booster (dash or
normal). These blocks do not regenerate until you leave the room.
Grapple Block
A block that can be used by the grappling beam to swing on.
Grapple Block (Crumble)
A block that can be used by the grappling beam to swing on but will crumble
after 5 seconds after latching. These blocks sometimes regenerate after a
period of 10 to 15 seconds, but not always.
Crumble Block
A block that can only be destroyed if Samus stands on it. Crumble blocks
reform quickly and push Samus downwards, serving as effective one-way
barriers. With proper speed, Samus can sometimes outrace some crumble blocks
as they collapse.
Invisible / Hologram Block
Some blocks are invisible (solid) or are only holograms (not solid). Holograms
are used to hide pits and traps. Invisible blocks can screw with your
perception of a room.
Walkthrough - Research Station
This is a quick intro to the game. Simply move down, past the holding cell
shown on the title screen and find Ridley in the Metroid chamber. Instead of
fighting, touch the boss repeatedly until you dip to low life. Once that
happens, the boss will flee and take off. Escape the station by going back the
way you came, noting that the stage will start to tilt at the vertical shaft.
Use the standard jump to get height and control Samus' movement. Upon reaching
the elevator's platform, escape is automatic.
BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM.
Walkthrough - SR388 Surface
This part is mostly moving fast and staying alive. Your first task it to get
some missiles to open the red doors that bar your path, as well as get the
Round Ball and Bomb power-ups. You can get a few missiles by retracing your
early steps with the Bomb, and that stack of early missiles will help in the
upcoming mini-boss fight (after the Chozo).
Note that you can save at the spaceship and restock all your ammunition and
reserve tanks later. Go left and drop down the only hole you can get to. Your
goal is to get the Morphing (Round) Ball, which lets Samus go into ball mode
without turning into butt sauce (read Metroid Prime notes for funny pirate
experiments). There're no enemies, so you go through the old Tourian (you will
see the pedastel of old NES Mother Brain) and to a lift that puts you down
into Brinstar. Go left (old NES) and grab the morph ball. Continue right and
destroy some of the "shot blocks" to get to a missile case. You can grab one
more missile case before heading back the way you came.
Kill all the pirates in the old Mother Brain tunnel and head back up towards
your ship. There is a small tunnel Samus can roll into. Take that and head
into the chamber with the Chozo enemy with the bomb. Kill the Chozo by
springing all the missiles on it (diagonal up helps) and then shooting it with
your gun. Once it explodes, you should have the bomb and you can get out. Head
back down to the old Mother Brain tunnel and bomb the pedestal. You can get
another missile case by expending a few brief minutes going down and back up.
Armed with some missiles, Samus can head down to Brinstar via the western most
elevator (check the map).
Walkthrough - Getting the Super Missile
This section focuses on the upper areas of Brinstar. You need the Super
Missile to open the green doors and barriers. You need to fight a mini-boss
that's pretty time-draining unless you have a few missiles and the charge beam.
Once down in Brinstar, you move to the bottom and right to get to a brown
sandy area. At the large room, head down first and locate the vital Charge
Beam. With it, you can charge Samus and use her one-hit screw attack on the
jumping side-hopper enemies in this area. One of those attacks will kill them
easy. If you don't get the Charge Beam, you will likely be hit a few more
times and have low life when attacking the plant boss.
The boss is fairly easy. Kneel on the lowest level and in the corner. Using
the L and R buttons, you can aim up and destroy the seeds floating down. When
the plant opens its bulb, you can shoot the middle and kill the plant. The
best method is jump straight up and fire hirozontally when Samus' gun lines up
with the weak spot. Don't fire more than a few missiles at a time and you
should recharge most of your stock to kill the creature easily. Follow the
corridor up and around to the super missile. Shoot the green doors and learn
to use them sparingly.
Walkthrough - Hi-Jump and Kraid
This section focuses on moving from Brinstar into Norfair for the hi-jump
boots. That item, along with anything you collect, will let you meet Kraid and
destroy him for the Varia Armor. The protection of Varia will let you explore
the parts of Norfair that are too hot for Samus before. This is necessary,
since there's only one way to get back up that long orange shaft in Brinstar --
use the ice beam on enemies and climb them like steps.
Past the green barrier in Brinstar, you fall down a long orange shaft. The
vampire alien that clamps on Samus and doesn't let go can be fought off using
the bomb (or power bomb). If you spot some from a distance, shoot them with a
single missile to kill them. If you want to see how bad the wall jump is, you
can try to get the Spazer Beam early. In the orange horizontal area (with
water), you can shoot up and reveal some hidden openings in the ceiling. If
you can manage a wall jump from under the hole, you can get a head start by
grabbing the Spazer early to augment your firepower.
Locate the elevator and head down into Norfair. The lower-left room in the non-
heated area has the hi-jump boots. Grab them and head back up to the elevator
room. You should be in Brinstar at the top of the lift. Shoot the lower right
corner of that room with a super missile and you get to the boss, Kraid. It's
shown on your map, so it's not hard.
The area to Kraid is fairly heavily guarded, but you can blast through most of
the crap with the Charge Beam and missiles. Use a super missile on the eye
door to the boss, but recharge at the Zeb pipe before Kraid. You want as many
super missiles as possible, since you only need about 3 or 4 to knopck Kraid
from its first phase of attacking to the next one. Kraid's weak spot is the
mouth. It only opens when you dust the eyes of the boss with weapons. Learn to
switch quickly to the missile and the gun to save ammo for when the mouth is
open. When the boss destroys the roof, jump to the ledge, avoid the stomach
spikes and contine the assault until the boss dies. grab the Varia Suit in the
next room and head back to Norfair.
Walkthrough - Speed Booster, Ice Beam, Power Bombs
With the protection of Varia, you can venture into the hot zones of Norfair
(but still cannot touch the lava). The next three crucial items you need to
get are the Speed Booster, Ice Beam and power bombs (in that order). Go to the
upper right of Norfair using the downward door to get around and to the left
of the green cell wall. Get the speed booster, check the hall outside the item
room for a missile case, and head towards the main area of Norfair. You need
to fight another mini-boss, so play it safe and look for items and stuff on
the maps.
If you are feeling brave, try getting the wave beam by falling on the spike
floor, then while Samus is invulnerable, dash and spin jump to the ledge. The
speed booster's minor acceleration gives you the needed edge to do this time-
saving shortcut. You otherwise need to come back here after grabbing the
grappling beam.
The white skulls on the illustrations denote mini-bosses. Head for the top
white skull seen on the global Norfair illustration. The boss there is
indestructable, but you can push it back by firing into its open mouth. Unlike
Kraid, the Crocomire opens its mouth randomly to spit rocks (destroy for
items), or when charging towards Samus. Fire the super missiles and missiles
to drive it back. If you are out, shoot rocks for missiles, or use the charge
beam. Pushed the boss far enough and it will die. Follow the bubbles left and
end the fight.
Head back towards the lift to Brinstar (and Kraid's area). Stop short of the
lift to get the Ice Beam. Use the Speed Booster to get past the auto-closing
barriers. Head to the top and notice the small tunnel where the Zoomers came
crawling out from in the vertical white block shaft. You need to use ball form
to drop inside and get the Ice Beam. With the Ice Beam, Samus can get back up
and out of the Brinstar's long orange pit.
With the Speed Booster, you might be tempted be tempted to visit the area
above and to the left of the spaceship (diagonal speed dash). As you make your
way back up to Crateria, you will get several power bombs. If you saved at the
ship, you might try weathering the deadly lava and get some items, but you
will be able to come back through this way later with time to spare (if you're
quick in other spots). Save at the spaceship and at least try to bag the power
bomb above and to the right of the space ship. A little bit to the left of
Samus' spaceship is the best spot for you to diagonal speed dash up-right or
up-left.
Walkthrough - Grappling Beam, Gravity Suit
With power bombs, head back down through Crateria and Brinstar, taking note
that the Speed Booster lets you pick up the reserve tank in Brinstar (check
this map) and some other items. Power Bombs also let you explore a greater
amount of Brinstar's sandy area. It is not recommended going to southwest
Brinstar (where two energy tanks are close by) since a Space Jump goes through
that area faster.
Go back to Norfair and go to the southwest for the grappling beam. You need to
speed boost and spin jump at the end of the ramp to get to the grappling beam
room. Before that, there is a missile case you should try to get in the large
long-jump ramp room. Get the grappling beam and hoist Samus back toward
Brinstar.
With the Grappling Beam, Samus can cross the water traps to the Wrecked Ship.
At the bottom of the orange vertical shaft, head left for the Xray Scope to
help you detect hologram blocks later.
Head right from Samus' space ship to the Wrecked Ship. Before you get the
Gravity Armor, you can use the water's slow down to get a missile case under
water. Head right using the grappling beam and enter the wrecked ship. Head
down, and kill the eye door. The boss Phantoon is killable only when it
appears with its eye open. Until then, just use the charge beam's shots to
destroy the blue fire for energy and items. Super missiles and missiles work
best on the boss' eye. Once killed, the wreck powers up and the enemies change.
This is one of those little things good games do to mess with your mind and
mood. Head outside and start bombing the corners of each floor for secret
rooms. Shoot all the flashing metal doors to grab more items (like super
missiles). Work your way up the wreck to the top room. After killing all the
enemies in the top room, shoot all the flashing metal doors before leaving (or
you have to kill all enemies again, wasting time). Loot the place as before
heading outside the top and left of the wreck.
Samus will be in Crateria again. She can grab two missile cases on the left
side. Without the Xray, you might drop right back into Crateria and need to go
through the wreck again (which should be pretty fast) if you stumble on the
second (lower) missile case. Actually, you need to route through the ship once
more for this, so go get the Gravity Armor first (more protection and move
underwater). There is a section of the floor you crack, go through the middle
and end up in a spiked hallway where you grapple beam to the right.
At the empty Chozo, morph to ball and mimic an item ball. After the trip
downstairs, bomb the floor and go right. You can shoot/bomb the walls and
shoot the robots into the slots to make a short dashing hall where you can
build up the speed dash. Dash straight at the right end to the reserve tank.
Go back left of the parked Chozo and get the gravity armor. Samus exits the
ship from there. You should head right to Maridia at this point, since you
want to use the new armor to get the Space Jump. If not, you can opt to
explore the Old Mother Brain area in Brinstar now (where you get the Maru
Mari) and get some energy tanks, power bombs, and missiles and then come back
this way.
Walkthrough - Space Jump, Plasma, Spring Ball
With the Gravity Armor, Samus can move around underwater normally.
Additionally, she gets immunity from certain types of lava in upper Norfair,
treating it like harmless water. Head into Maridia to get three new quest
items: Space Jump, Plasma Beam, and Spring Ball. From the Wrecked Ship, you
pretty much explore the upper right corner (where the Plasma Beam is).
However, the rooms to the boss are walled off and you have to go down and
around to reach it.
There is a "turbo tube" that links the upper and lower halves of Maridia. Take
it and head left (right is for the Spring Ball, which you need Space Jump
for). The quick sand is tough if you fall in; use repeated spin jumps to get
out, or if you are in the left chamber, you simply work your way left and
power bomb for an opening under the sand to get out of the room. You'll hit
upon an area of Maridia where a green barrier will bar your path. Some
crustacean enemies will emerge from the floor of a nearby room. The ground
leads down and back into Brinstar, where you come across the glass tube.
Break the glass tube using a power bomb, then jump inside to break it. This
lets Samus access Marida past the green barrier. There is a small puzzle
involving a missile case where you speed dash from the room with the green
barrier. By opening the barrier and then gathering kinetic energy, you can do
a straight speed dash to break through the speeder blocks in the large
vertical room to the encased missile case.
You pretty much can ignore that if you are aiming for time and not completion.
In the rooms past the glass tube, Samus just goes up and right to get towards
the white skull (sea serpent mini-boss). While in the room where you need to
grapple across, beware the room immediately below -- there are red space
pirates that cannot be killed until you earn the plasma beam; if you stick
around too much, they will probably kill you unless you quickly bypass them
and get your missile cases.
If you have trouble swinging, try to do 360s around the block Samus is
grappling. Release the fire key when she swings laterally for the best
momentum. Press left on the D-PAD to stop Samus above the block. She cannot
aim backwards after doing a grappling swing jump, so keep that in mind -- it's
better to fall short slightly and hook on a block rather than going long and
having no blocks to aim for.
In the room with the snails, save the game (power bomb to reach the save
point). A vertical speed dash on the right side will let Samus reach a missile
item and a super missile item. The exit from this room is on the upper left.
Use the grappling beam directly left or right and then jump to the top. For
the sea serpent boss, the head is the vulnerable spot. Use missiles (since
there is a missile charge station in the next room) and resort to super
missiles only if you have a lot of time to spare or only aim to use a few.
Continue right from the sea serpent and destroy the fake Metroids
(Mochtroids). Save the game and head down with super missiles. You can quickly
take out the eye door. Do the same for the gun turrets inside the boss room as
the boss slowly emerges. There are two turrets on each side. Once you've
killed the turrets, you should notice the electrical ports they leave behind.
Switch to the grappling beam and wait on the left or right side (left side is
better) and aim Samus left. You are going to get caught by the boss'
(Doreigon) gray mucous matter. Once that happens, it will grab Samus and try
to body slam her (huhuhuhu) repeatedly until she dies. However, while moving
to the top of the screen to do it, the boss moves eratically and allows Samus'
grappling beam to lash out and touch some of the electrical ports. Once this
occurs, hold the fire button and the boss should die quickly.
Get the Space Jump from the next room and come back the way you came. Because
of the distances you need to cover in a short amount of time, you will
probably be running your tanks and stuff dry and might need to use the Crystal
Flash to heal. Keep that in mind!
With the Space Jump, head back outside and retrace the steps to the snail room
with the save point. Power bomb the floor to reach the sandy area. Go into the
RIGHT sand pit to get items you can get easily without the Spring Ball. You
have to go around again (reset if you take too much time). The suckerpod
monsters can be killed easily with the grappling beam. Once you're in the
large rooms with the quicksand, you can go right and get to the Spring Ball.
Take it and head back left towards the Maridian boss' area (Doreigon). In the
small room before the snail room, space jump up and get some more items before
coming down to the snail room. If you missed the energy tank in the hallway
where you need to speed dash over the quicksand, get it now with the spring
ball.
Otherwise, go to the snail room and power bomb the floor. Head down the LEFT
side and this will let you go through a suckerpod monster area again (grapple
beam). This place has some crumble blocks that need a Spring Ball to reach the
reserve tank and missile case. Go back down to the large quicksand room as
before. Head towards the elevator linking the upper and lower Maridia areas.
At the top of the elevator lift, use the Space Jump to reach the Plasma Beam
room. This weapon lets you kill the red Space Pirates. If you haven't yet
gotten the items near the red Space Pirates below the grappling beam room, go
back and do it now.
Walkthrough - Screw Attack & Last Boss Key
Armed with the ability to go through the air and the Gravity Suit, Samus can
get to the bottom of the Norfair area, kill the last area boss for the key and
break into Tourian to finish the game. The Space Jump, Spring Ball, and
Gravity Armor pretty much lets you access almost any area of the game, so you
should do your best to get all the hidden goodies in the area. Note that there
are some missile items in Norfair, Brinstar, and Crateria that you may need
some or all of the three items to get to easily.
The large room with the lava to Norfair South is reachable only with Gravity
armor and Space Jump. Once you go down into lower Norfair, you can head left
at the lift's exit (right is kind of a way back (not exactly). Going left, use
the Samus ball to mimic the item ball at the room full of lava to lower it.
Hopefully, you take the time to charge up at the Zeb pipes for super missiles
and missiles.
To save time, scan the floors and move through each room slowly. There are
crumble floors that you need to use the Spring Ball jump (it is continuous
using JUMP) to hop across for items. You will fight a Chozo statue after
dropping down into a large room. This one is far tougher than the one you
fought before. Empty super missiles on the thing and then switch to missiles.
There is a super missile case above where you fight the mini-boss. If you can
get up there after the screw attack, you save yourself some time.
Get the screw attack and head head. You guide Samus through some more rooms
(some with rising lava). The Ripper enemies you haven't been able to kill are
killable now with screw attack. Note that this item gives Saums
invulnerability so long as she is spinning. Past the large room with rising
lava, stop and set a power bomb in the small room. This leads down to Ridley's
area. Get to Ridley and kick his ass. This boss will not have any new items,
but will have an energy tank in the next room over.
Ridley is best fought with the diagonal up key on your L button. This lets you
fire while aiming partly up and finish him off with super missiles and
missiles. The spaceship is a short way from the Tourian entrance, so don't
worry about running out of anything. Kill Ridley and head back out to the
small room.
Instead of going back through the large room with the lava, go right and up.
At the top of the dark shaft with the fire spitting heads, go left and through
the wall. Go up and right for an item and you wind up back at the dark shaft.
Go left and power bomb the area to find a secret missile room. Continue going
back up and you will wind up in familiar territory.
Walkthrough - Tourian and New Mother Brain
The big gold statue in Crateria is the lock that undoes thelift to the new
Tourian. There are no items in Tourian, so get all the items before going
there. The maximum should be all the items in Samus' subscreen filled up. 4
reserve tanks, 14 energy tanks, 230 missiles, 50 power bombs and super
missiles, in addition to the grappling beam and X-ray scope (those two items
do not appear on the sub-screen).
Tourian has real Metroids, so take out the Ice Beam and get ready to blast the
frozen suckers with five missiles to kill them. Do not use super missiles, as
Metroids do not spawn super missile pick ups. Move through the tunnels and
ignore the indestructable Side-hoppers. In the room with the two gray Space
Pirates, simply shoot them with a normal plasma mixture of beams and wait.
When they turn gold to do their jump kick, that's when they are vulnerable.
Kill them quickly and go past them.
Get drained of all energy by the huge Metroid. Go left and down-left to the
energy stations. Recharge and head right. There is one more save (note if you
save this late in Tourian, you cannot get back out to explore the rest of the
world) and an eye door. Go through the Zebetite lined hallway and use missiles
or super missiles to crack the Zebetites. At Mother Brain's case, smash open
the glass case and shoot it a few times. Once the lava disappears, stay
kneeling on the bottom right corner and diagonally aim up.
Shoot Mother Brain in the head when it reforms. Exhaust all the super missiles
and missles. In the unlikely case you run out, use the Charged beam. When shot
by the eye laser, Samus will be disabled. When her life is low, big Metroid
appears, dies and gives Samus the Hyper Beam. Use this weapon to kill Mother
Brain (same strategy). At the end of the battle, escape back to the space ship
in under 3 minutes.
Walkthrough - Escape
-- Go left from Mother Brain's room, drop down and go through the door.
-- When dropping down in the short hall, hand right and go through the right
door.
-- At the third room, go up and over the pipes. You then pick the middle path.
Go right on that path and follow it up and around to the exit. Speed Boost
(normal) to get through quickly.
-- At the vertical shaft leading up in Crateria, use the standing normal jump
and alternate between two sets of landing spots.
-- Once at the top, you can revisit the Bomb room (where you get the bomb) and
free the Etecoons and the Speed Dash bird. Shoot the right wall in their room
to let them escape. Samus has to get back out and get to her space ship
normally.
-- Best ending is under 3 hours and another under 10 hours.
Item Appendix - Notes and errata
While you can click on the maps in the (short) walkthrough, this section is
meant for the player who suffered countless defeats to figure out all the
little small details (not necessarily for speed run) but for 100% and the
satisfaction of playing around with Samus' goodies. To find the section you
need something on, just click the large area maps below. After a while, you
will have knowledge if you need to click left/right or up/down to get to the
half you want. Only the Wrecked Ship is by itself (and Tourian has no items).

Crateria - West

Back to main map of Crateria
This section is easy. Early in the game, Samus can get all the energy tanks
and two missiles after picking up the bomb from the Chozo mini-boss.
For the super missile, Samus needs the Speed Booster.
For the two missile cases and upper energy tank, Samus needs the Speed Booster
or Space Jump/Scsrew Attack. The crumble blocks can trap you into missing the
cases, but you can use the Spring Ball (hold jump) to break both sides of the
blocks and grab both cases at once. This is probably a faster method than
doing it once per side.
To reach the passageway above the starting area, diagonal speed dash from the
left side of the spaceship.
-- 1 -- Bomb
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 1 -- Super Missile
-- 1 -- Energy Tank
-- 2 -- Energy Tank

Crateria - East

Back to main map of Crateria
For the power bomb, use the speed dash from the Speed Booster. Again, use the
left side of the spaceship as your starting position and dash diagonally up
(and right).
For the two lower missile cases, you get those on your way to the Wrecked Ship
(first time). You can jump and ball up to get the missile case in the large
pool of water (no gravity suit needed).
For the two upper missile cases, you need to freeze the three rocket enemies
and use them as platforms to reach the highest one. For the one case under the
super missile block (in the tunnel maze), you can try to get it first, then
the gravity suit. Or get the gravity suit, exit the wreck and run the circle
again quickly for the case. Both paths are one way.
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 1 -- Power Bomb

Brinstar - West

Back to main map of Brinstar
At first, you can only get the charge beam, the super missile (after the plant
boss) and the missile at the bottom of the large sandy room.
For the items near the Reserve tank, use the Speed Booster.
For the missile case in the large terraced room leading to Maridia, speed
booster and jump to the "non-working" pipe.
For the energy tanks and items in the southwest, have the space jump to make
it back out easily. Warning about the energy tank that you can see easily --
Xray the blocks and you will find them fake (holograms). Samus can turn off
her Hi-jump boots and hop that gap easy and get the super missile in the next
room before drpping down.
-- 1 -- Charge Beam
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 5 -- Missile Case
-- 6 -- Missile Case
-- 1 -- Super Missile
-- 2 -- Super Missile
-- 3 -- Super Missile
-- 1 -- Power Bomb
-- 2 -- Power Bomb
-- 3 -- Power Bomb
-- 1 -- Energy Tank
-- 2 -- Energy Tank
-- 3 -- Energy Tank
-- 1 -- Reserve Tank

Brinstar - East

Back to main map of Brinstar
There is a power bomb west of the Round Ball (power bomb the wall to get to
it). That is shown on the Brinstar West map.
East/right of the Round Ball area, the energy tank and the two missile cases
above you need hi-jump (first one) and speed booster (missile cases).
The two power bombs (and missile) in the northeast are taken when Samus uses
the ice beam to leave lower Brinstar/Norfair to Crateria.
The energy tank in Kraid's section is available after killing the boss (metal
door).
The missile case in Kraid's area you can get after you get with a bomb jump
into the tunnel. The Spring Ball is also possible, but it is faster to do it
with the bomb jump if you can time it.
-- 1 -- Morphing Ball
-- 1 -- Varia Armor
-- 1 -- X-ray Scope
-- 1 -- Spazer Beam
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 5 -- Missile Case
-- 6 -- Missile Case
-- 1 -- Energy Tank
-- 2 -- Energy Tank

Maridia - North

Back to main map of Maridia
The energy tank to Doreigon's area you should get with the Spring Ball, or you
need to be very good with the bomb jump and get up into that crawl space
without falling into the quick sand (and wasting time). Since you come back
partly with the Spring Ball, this should be a 2 minute detour.
The super missile and missile in the snail room you use the speed dash to go
straight up the right shaft. Watch for the crumble blocks near the super
missile.
Note there are invisible walls. The missiles and super missile in the
northwest are found past invisible walls. The north west cases you need to
freeze one of the annoying flying flea enemies (without killing them all) to
get up and around the obstacle.
-- 1 -- Space Jump
-- 1 -- Plasma Beam
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 1 -- Super Missile
-- 2 -- Super Missile
-- 1 -- Energy Tank

Maridia - South

Back to main map of Maridia
The room with the reserve tank and accompanying missile case you get once you
earn the Spring Ball (you need the Spring Ball to get them both). This is the
left pool of quick sand from the snail room.
The room with the power bomb and accompanying missile case you get without
Spring Ball and you can go through that room after getting the Space Jump on
the way to the Spring Ball.
The energy tank and accompanying missile case is best after you get the Plasma
Beam to kill the red Space Pirates block the way. The energy tank is in the
middle of the room (grapple beam or Space Jump to it). The missile case is
harder. Stand on top of the turtle when it crashes on the right wall. At the
height of the turtle's flight, shoot the wall to see the case. Big thanks to
Vince, who is playing his Super NES in whatever the heck after existence those
Chinese boat people believe in.
The west room with the missile, Samus needs to use the room to the right to
build the speed dash. Each try uses a super missile (to raise the barrier).
Make sure the door is open and you are in the right spot (also press D-Pad
Down to store the energy before falling off the ledge). The proper spot is
just left of the lowest ledge, at some sea grass on the floor. Samus can shoot
staright up and hit the missile case.
The west room's super missile you get in the grappling room. Just ball up and
hug the rock slope as you fall down. The enemy who crawls into the tunnel is a
give away clue.
-- 1 -- Spring Ball
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 1 -- Super Missile
-- 1 -- Power Bomb
-- 1 -- Energy Tank
-- 1 -- Reserve Tank

Norfair - North

Back to main map of NorfairGo to quest item map of Norfair
Initially, you get the hi-jump boots and get out. With the Varia, Samus can
get some more items here, since she needs the grappling beam, speed booster,
and ice beam to escape back to the planet's surface.
Most of the items here are fairly in the open (have to be, since Samus is
weak). The western most missile in the room with Space Pirates and crumbling
floors you may want to get with Space Jump. The missile case is embedded in
the wall on the upper left of the shaft.
There is a missile case in lava in the right lava room (the ones nearest the
elevator). You can risk getting it without the Gravity Armor if you have the
life to waste. Shoot or bomb the wall and roll in to get the case.
The missile case in the grappling beam you get with a speed dash (straight up)
before the speed boosted spinning long-jump.
No other items are really tricky, but the missile case behind the reserve tank
can be missed if you don't bomb the room.
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 5 -- Missile Case
-- 6 -- Missile Case
-- 7 -- Missile Case
-- 8 -- Missile Case
-- 9 -- Missile Case
-- 10 -- Missile Case
-- 11 -- Missile Case
-- 12 -- Missile Case
-- 1 -- Power Bomb
-- 1 -- Energy Tank
-- 2 -- Energy Tank
-- 1 -- Reserve Tank

Norfair - South

Back to main map of NorfairGo to quest item map of Norfair
The tricky missiles start here. The one up and left of the Chozo mini-boss has
a bunch of crumble blocks. If Samus dashed through the door, she falls and
needs to go back around to get it. If you take it slow and Spring Ball, Samus
hops the trapped floor and takes the case.
There is a super missile above the Chozo boss. Screw attack to get in there.
Before entering the large room with the rising lava, go up above the gold
Space Pirates and work over to the left shaft for a missile case. Xray the
floor will reveal a single spot of solid block next to a mass of crumble
blocks (bottom left corner of the shaft divide). Bomb that spot and Samus
lands the spot for the missile case. Afterwards, space jump back up to the big
lava filling room.
In the shaft with the fireball spitting heads, roll under the lowest one,
evade the fire flies, and get the energy tank.
There's a hidden power bomb in Ridley's area if you power bomb explore the
rooms below the spike pit.
Energy tank after fighting Ridley.
At the top of the shaft with the fireball spitting heads, go through the left
side of the wall. Go right for the goodies and then left for the shortcut back
to upper Norfair. Don't miss the hidden room with the missile case.
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 4 -- Missile Case
-- 1 -- Super Missile
-- 1 -- Power Bomb
-- 2 -- Power Bomb
-- 1 -- Energy Tank
-- 2 -- Energy Tank

Norfair - Critical

Back to main map of Norfair
This image is for reference of quest items for the two Norfair maps above.
Assuming you grabbed all the items (cross off the arrows with hash marks -
note all arrows are one item unless it links to a "missile x2" label), you
should have all 100 items in the game.
-- 1 -- High Jump
-- 1 -- Speed Booster
-- 1 -- Ice Beam
-- 1 -- Wave Beam
-- 1 -- Screw Attack

Wrecked Ship

Nothing is spectacularly hidden in the wreck, and you can only miss tunnels if
you are too rushed with Xray scope. Use this map to check it with your own
while in the wreck. The 30 seconds you spare in a comparison now will save you
30 minutes of back-tracking later, you dumb ass.
-- 1 -- Gravity Armor
-- 1 -- Missile Case
-- 2 -- Missile Case
-- 3 -- Missile Case
-- 1 -- Super Missile
-- 2 -- Super Missile
-- 1 -- Energy Tank
-- 1 -- Reserve Tank
When you read slash-fics with Samus and
her Metroid and find that you like them,
you have problems .... scary problems.
simalcrum
Thanks for helping Vince.
We'll play a round of Mario Kart for ya.